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Fandom Call of the Jagd: Lore Thread

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Ganryu

Your Lovable Jackass GM
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For random tidbits of lore in the world of Ivalice for the thread "Call of the Jagd." 90% of it is made up. Let's make up some more!
 
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Locations:

Jadg Dorsa - Halfway between Baguba Port and Sprohm, this mostly deserted town used to be a trading post simply named Dorsa. However, a horrible incident occurred where an airship from the palace and a smuggler ship collided mid air. Terrible old magics used in the palace's ships kept it from most harm, preventing most attacks with misty shields and wards, but as fate would have it, the smuggler rig collided straight into the engine. The mist surrounded the monsters, and mutated them, causing them to rampage and tear apart the ship. Debris and extremely agitated monsters rained down on the city below, and the resulting destruction left ruins of a once plentiful town.

The ruins now sit atop a high plateau, and due to the airship core still being there, mists surround the town every night, summoning strong monsters. During the day, dust storms blanket it. Despite this, some residents survived and managed to push the monsters back enough to form a small community. With the mists, palace laws no longer functioned, and its magic could no longer bind the place, turning it to a Jagd. A few clans began to integrate monsters, and the most common clan job has often been a beastmaster. The most prevalent clan used to be often in question... until a certain individual named Gallahan ripped a thunderdrake in half with his bare hands, and laid claim to the bar, nothing more. The other clans were afraid of him, and he began to recruit refugees from the Night of Rent Steel, thus beginning Clan Scorpio.

The bar, the HarrGH Bar, was of a saloon style, though its patio is covered with a large veil to help keep dust out during the daily storms blowing through. A large clocktower sits across it on the other side of town, and despite the high climate, tumbleweeds are plentiful. The aesthetic, however, tends to run parallel at night where the high elevation and desert climate make it chillingly cold, ice climbing up the sides of buildings, even at the height of summer. The day, however, is just as severe with its heat and high winds.

Muscudat - Home of the Viera, deep within the woods, it is nonetheless an open city, even for those that cannot hear the wood's voice. Rather than tear down forestry to make room for buildings, the woods themselves are intertwined to create lodges and builds. How the viera have managed this is their greatest secret, but trees fold around in great hollows and abodes, both on the ground and in the air, massive branches and boughs forming roads from one location to another. To harm these trees in any way is considered heresy.

In the center of the city, a massive tree is pruned and shaped into a large spiral building, known as the Forest Conclave, where many of the Viera arts, such as Red Magick, Summoning, and Elemental Arts are taught, though it is not nearly as famous as the Academy in Cadoan. The headmistress, a Spellblade named Qestra, has recently come under a scandal involving mistreatment of adopted family, though her prowess with spells makes any legal proceedings against her difficult.

Sprohm - High in the mountains, the city of Sprohm is difficult to reach due to the steepness of the roads required to travel there. Bangaa favor the rough terrain, their powerful legs allowing them to leap from mountainside to mountainside. Dragoons in particular are trained in these high peaks, and The Long Ear Tavern is as nearly renowned for its smell as it is its drinks due to being filled with up and coming physical brawlers. Fights and rumors both spread plentiful inside, as do its personal brews, the bartender said to have 100 family draft recipes, and all of them a secret.

Of course, none of the above is why most clanners know of Sprohm. Most notorious of all is the strict stone prison inside the city, intentionally built on the side of a massive cliff so all those inside can see their fate if they try to escape. The bodies impaled on stalagmites below are a 'friendly' reminder to those who try to escape, though rumors persist to this day if they are former prisoners, or dragoons who failed to make the jump, or, as rumor persists, merely fake props.

It's said if the climb up to the jail doesn't kill you, the warden will. Though these rumors are exaggerated, most of Ivalice know and despise the warden, Chalak, the Iron Ball.

NPCs


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Gallahan - Leader of Clan Scorpio​

Gallahan has a distinctly intimidating aura, and an intense stare that tends to fend off conflict. Even turning away royal guard and judges of the palace. Intense and of few words, Gallahan has an expectation that people will do as he says, and is often confused if his orders are not followed to a T. Despite his demeanor, under the stone gaze is a kind man who takes in all sorts of refugees and treats them like family. He is a man who despises debt and considers what he does with the clan merely a repayment to Jadg Dorsa for taking him in.

Often, Gallahan is sorting through reports, and sending people out into the field, whether to fend off monsters, or obtain goods for the town, legal or otherwise. Despite his bulk and frame, he doesn't tend to engage often in combat. On the few times he has been seen in the field, he often carries a massive greatsword in reverse grip, and carries a box of black cards he doesn't let out of his sight.
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Chalak, The Iron Ball​

Warden of Sprohm Prison, Chalak almost seems to make it his mission to be hated by everyone within. When someone curses him out, he cruelly mocks them and says "Good, so I WON'T be seeing you again?" His punishments tend to be cruel... and tailored to every individual he meets. He is surprisingly good at remembering faces, never forgetting one. Every aspect of Sprohm prison is designed to be uncomfortable, but not leave any... physical marks. It's best to hide all phobias from this warden.


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Judgemaster Willowere​

Head of the judges, and main force of the palace, Willowere has begun a massive crackdown on clan laws recently, using every obscure rule throughout the history of the judges to make arrests and 'keep order'. While clanners hate him, his promises to restore peace and cut down on violence make him popular among the general populace. He claims to be fair, but the sheer knowledge need to not break laws gives an unfair balance to the palaces forces, who merely claim they are bound like everyone else.

Slowly, the palace has been claiming more and more control of towns recently. Sprohm prison has seen many upgrades since he took power, increasing to three times its former size. Every clanner arrested has vivid memories of interrogations with Willowere, and a rumor has come all this comes from him searching for something.

Willowere was present during the Night of Rent Steel, bringing the conflict to an end within Sprohm, and ending with more prisoners than the escape had started with.

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Headmistress Qestra​

Head of the Forest Conclave, many viera have had dealings with her. A smug smile is plastered at all times on her face, and she always seems to be looking past a person rather than at them, annoying many a student seeking her attention. But the problem is she is skilled enough that no one can walk away from a lesson with her without learning something. Combining magick and dueling as natural as breathing, she seems to steal from everywhere, and due to this can teach a little of everything. It is rumored she possess magicks outside of her class, even powerful, forbidden magicks.

Able to grasp a student's abilities in a matter of blows, she can quickly grasp their strengths and weaknesses, and direct them to betterment. The problem is she doesn't always explain that to them as she attacks, and a few wicked scars among students come from this arcane duelist. Still, some of the finest mages and fighters come to study under her.

Scandals surround her, though none have been able to pin down exactly where they come from or solid evidence. Cruelty to family, smuggling, possession of illegal tomes, everything that occurs in Muscadet, good and bad, run through Qestra. Despite the rumors, with no evidence, her and Judgemaster Willowere tend to be on good terms.
 
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Totema
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The guardians of each race, these beings have been launched to deific standards, with churches and devotion towards each one. Whenever a member of a race sees their respective Totema, they feel a slight tug of awe and respect, often losing track of time. Each of the main cities has statues of their respective Totema. Rumor has it they may occasionally help out the pious of their own race.

Conversely, each totema is a common curse among races as well. A moogle dropping a gear might scream "Famfrit!" And punch the ground.

The main Totema:

Famfrit - The Cloud of Darkness, Guardian of Moogles, Statue in Baguba Port
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Ultima, the High Seraph, Guardian of the Nu Mou, Statue in Cadaon
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Adrammalelech, the Wroth, Guardian of Bangaa, Statue in Sprohm
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Exodus, the Judge Sal, Guardian of the Viera, Statue in Muscadet
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Mateus, The Corrupted, Guardian of the Humes, Statue in Cyril. (OOC Note, I have no clue what the fuck is going on here)
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With the RP using Gria and Seeq, additional Totema are:

Cúchulainn, the Impure, Guardian of the Seeq {FFXII}, Statue found deep wilderness of Uladon Bog
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Zodiark, Keeper of Precepts, Guardian of the Gria {FFXII}, Statue found high atop the peak of the Kudik Peaks.
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Ultima
{The Magic, not Totema}
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The highest form of magic, with few people across of all of Ivalice who know of its existence, let alone are able to use it. It calls powers from the World Threads themself, warping time and space as they reconstruct the world around it... and then fail to create anything, purely using the warping powers to destroy. The spell has a moderate cast time, and if the air begins to shimmer, it is time to run. (OOC: This is also why I'm not letting PCs use it initially.}

Use of this ability rewrites the ground itself, and is highly harmful to the user.

World Threads
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Anchors of the world, hidden all throughout Ivalice. Each is a crystal protected by the Totema themselves and the immense power rushing out of them, filling whatever pocket of the world they are in with mist. They are difficult to discover, but they tend to be hidden in pockets that distort the air around them. It is said whoever can use these crystals could reshape Ivalice itself.

Concerningly, the palace has shown an increased interest in these crystals lately, and the academies in Cadaon and Muscadet have both listed it as a "private study." Only a handpicked few are allowed to study the subject, any information now sealed in restricted areas. Still, try as the Palace might, sages across the corner of the world tell tales of Ivalice's history, and remember the World Threads in embarrassingly accurate detail. Thankfully, none of the threads have been discovered as of yet.
 

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